Flash CS4如何控制动画声音的停止和播放 |
今日有闪友问到如何操纵AS3中的声音问题,用下面的小实例 注明: /* As3Sound.as */ package { import flash.display.Sprite; import flash.events.*; import flash.media.Sound; import flash.media.SoundChannel; import flash.net.URLRequest; import flash.utils.Timer; import flash.text.TextField; import flash.text.TextFieldAutoSize; import flash.filters.DropShadowFilter; public class As3Sound extends Sprite { private var url:String = "http://XXX.com/music/XXX.mp3"; private var soundFactory:Sound; private var channel:SoundChannel; private var positionTimer:Timer; private var play_btn:Sprite; private var stop_btn:Sprite; private var d_filtersropShadowFilter=new DropShadowFilter(5,45,0x000000,80,8,8); //用于记录音乐现在是不是为暂停状态 private var bSoundStop:Boolean = false; public function As3Sound() { var sxl_txt:TextField = new TextField(); sxl_txt.text="CS4中如何操纵声音的播放或 停留的"; sxl_txt.autoSize=TextFieldAutoSize.LEFT; sxl_txt.x=stage.stageWidth/2-sxl_txt.width/2; sxl_txt.y=20; addChild(sxl_txt); var mp3_request:URLRequest = new URLRequest(url); soundFactory = new Sound(); // 顺利加载数据后 soundFactory.addEventListener(Event.COMPLETE, completeHandler); //在存在可用于 MP3 声音的 ID3 数据时 soundFactory.addEventListener(Event.ID3, id3Handler); //加载音乐 舛误时 soundFactory.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler); //音乐加载中... soundFactory.addEventListener(ProgressEvent.PROGRESS, progressHandler); soundFactory.load(mp3_request); channel = soundFactory.play(); //音乐播放 实现 channel.addEventListener(Event.SOUND_COMPLETE, soundCompleteHandler); //用Timer监听音乐的播放进度 positionTimer = new Timer(1000); positionTimer.addEventListener(TimerEvent.TIMER, positionTimerHandler); positionTimer.start(); // 缔造一个按钮,用于播放音乐 play_btn = new Sprite(); play_btn.graphics.beginFill(0xFFCC32); play_btn.graphics.drawRoundRect(0, 0, 70, 18, 10, 10); play_btn.graphics.endFill(); var play_txt:TextField = new TextField(); play_txt.text = "播放"; play_txt.x=18; play_btn.x=50; play_btn.y=100; play_txt.selectable = false; play_btn.addChild(play_txt); play_btn.filters=[d_filters]; play_btn.addEventListener(MouseEvent.CLICK, soundPlay); addChild(play_btn); // 缔造一个按钮,用于 停留音乐 stop_btn = new Sprite(); stop_btn.graphics.beginFill(0xFFCC32); stop_btn.graphics.drawRoundRect(0, 0, 70, 18, 10, 10); stop_btn.graphics.endFill(); stop_btn.x=130; stop_btn.y=100; var stop_txt:TextField = new TextField(); stop_txt.x=18; stop_txt.text = "暂停"; stop_txt.selectable = false; stop_btn.addChild(stop_txt); stop_btn.filters=[d_filters]; stop_btn.addEventListener(MouseEvent.CLICK, soundStop); addChild(stop_btn); } //监听音乐的播放进度 private function positionTimerHandler(event:TimerEvent):void { var ybf:int = channel.position.toFixed(0); var zcd:int = soundFactory.length; var bfs:int = Math.floor(ybf/zcd*100); //trace("音乐总长度:"+zcd, "音乐已播放:"+ybf, "播放进度为:"+bfs+"%"); } //加载音乐 实现时 private function completeHandler(event:Event):void { //trace("加载音乐 实现: " + event); } //在存在可用于MP3声音的ID3数据时 private function id3Handler(event:Event):void { //trace("音乐的ID3信息如下:"); for (var s in soundFactory.id3) { //trace("\t", s, ":", soundFactory.id3[s]); } //trace("对于ID3信息介绍,请参见Sound类-->属性-->id3"); } //加载音乐 舛误时 private function ioErrorHandler(event:Event):void { //trace("加载音乐 舛误, 舛误信息如下:" + event); positionTimer.stop(); } //加载音乐时 private function progressHandler(eventrogressEvent):void { var yjz:int = event.bytesLoaded; var zcd:int = event.bytesTotal; var bfs:int = Math.floor(yjz/zcd*100); //trace("音乐总长度:"+zcd,"已加载: "+yjz, "加载进度为:"+bfs+"%"); } //音乐播放 实现 private function soundCompleteHandler(event:Event):void { //trace("音乐播放 实现: " + event); positionTimer.stop(); } //点击播放按钮事件 private function soundPlay(event:MouseEvent):void { if (bSoundStop) { bSoundStop = false; channel = soundFactory.play(channel.position.toFixed(0)); } } //点击 停留按钮事件 private function soundStop(event:MouseEvent):void { if (!bSoundStop) { bSoundStop = true; channel.stop(); } } } } |